Never Say Never… Winter

If you’ve followed this blog for a while, you know that I wasn’t exactly blown away by Neverwinter when I tried it, despite its thrilling combat and a few other positive features. You might also remember that I have nonetheless been tempted to give it another go.

Exploring the wilderness during a Foundry quest in NeverwinterThe addition of the new hunter ranger class finally spurred me to return to the game and give it another shot. I’ve been playing heavily for about two weeks now, and I’ve come to the conclusion that Neverwinter is a very odd game. In many ways, it is quite tacky and amateurish, but in others, it’s incredibly good.

Good: The hunter ranger

You know how I’m always ranting about how lame archer classes in MMOs are, how they tend to be gimpy turrets who have to cower behind pets and avoid close-quarters combat at any cost? How they’re always fit into an incredibly narrow box with no diversity or creativity in their abilities?

My prayers have been answered. The hunter ranger is not quite my perfect ranger class, but it’s pretty damn close.

For starters, Cryptic is one of the few developers to remember that rangers are supposed to be versed in many styles of combat. They’re not just archers. The hunter ranger can not only freely swap between bow and blade at any time, but are actively encouraged to by the class mechanics.

Their versatility doesn’t end there, either. Single target attacks, ruinous AoE damage, gap-closers, gap-openers, stealth, self-healing, group buffs, magic… The hunter ranger does it all. It’s like if a Swiss army knife was a playable class.

My hunter ranger doing battle in NeverwinterThey’re not tied to pets,* and there’s actually creativity in their abilities. Far from being limited to just shooting arrows in various colours, I can also summon plant wards to assault nearby enemies, impale enemies with vines bursting from the ground, or even summon mighty thunderstorms to assault my enemies.

*(No more than any other class in the game, but companions lack many of my annoyances with traditional MMO pets.)

Even the more generic abilities are made interesting by clever mechanics or awesome visuals. The hunter ranger has the standard “multi-shot” AoE attack, but with a twist: The longer you charge it, the more damage it does, but the less area it covers. So you have to carefully time your release to ensure you hit as many enemies as possible while also doing as much damage as possible.

They also have a backwards leap similar to the disengage ability used by WoW’s hunters, but instead of just lamely leaping backwards, my character rockets away from enemies in a burst of emerald nature magic, leaving behind a flurry of leaves and numerous after-images of my character in dramatic poses.

MMO developers of the world, take note: This is how rangers should be done.

Bad: The business model

I think I’ve established myself as an apologist for the free to play model at this point, but even I have limits. Neverwinter hasn’t passed those limits yet, but it’s come really, really close.

A gelatinous cube in NeverwinterAs a free player in Neverwinter, you will be held back in virtually every area of the game. If you want to be the best, you need to pay, period. Now, Cryptic restrains from completely crippling free players. You can still progress in the game and compete decently well without paying. You’re just going to run into a lot of speed bumps. A lot.

Theoretically, you can get all the paid stuff for free with astral diamonds — a bizarre currency that serves most of the purposes gold would in an another game — but the grind required to do so is astronomical — pun intended.

Getting paid items for free is made even more impractical by the fact that very nearly everything in the game has an astral diamond cost attached to it. Most of these costs are conveniences and can be avoided, but it’s yet another speed bump. This, too, is a roundabout cash grab, as players can buy cash shop currency and then sell it to other players for AD.

Again, the AD grind isn’t enough to break the game. It’s just annoying.

What’s bugging me the most is upgrading my companions — NPCs that assist me in combat. Like gear, companions come in various quality levels, which determine their maximum level. The only free companions that aren’t freakishly hard to get are white quality, meaning they cap out at level 15 — purple companions max out at 30.

You can upgrade companions with AD, but again, grind. The maximum AD you can earn for free in a day is 24,000 (I’ve never even come close to getting that in a single day). It costs 300,000 to upgrade a companion from white to green, and around 1.5 million to fully take a companion from white to purple. I have four companions.

My ranger and her sellsword companion in NeverwinterDo the math.

[Edit: Slight correction to make. There is a way to exceed the 24K daily limit on AD: Sell items on the auction house. I forgot to mention it because this hasn’t proved to be a useful source of AD for me, but maybe I’m just doing it wrong.]

You don’t really need to upgrade your companions — white companions still do decently well even at max level, I’m told — but in a way, that’s what’s most frustrating. Why put such a grind on something so minor? All I really want is to unlock some prettier outfits for my companions. I’ve gotten attached to the little rascals. I’d like them to progress along with me.

At least you can vendor or delete lockboxes now.

Bad: Leveling content

One of the main things that drove me away from Neverwinter the first time was how bland most of the content is. It’s all incredibly generic, and the stories are even worse than I remember — bland, cheesy, predictable, and rife with poor writing and amateurish voice-acting. Jesus, I got better voice actors when I did that audio drama series, and I wasn’t even offering any pay.

In fairness, the group content’s a bit better. It’s not stellar, but it’s good enough. Skirmishes are quick little lootfests for when you’re bored, dungeons are lengthy and packed with epic fights, and the PvP is still surprisingly fun. None of these things are enough to make the game worthwhile, though, even taken all together.

But Neverwinter has one saving grace.

A mysterious sanctum in a Neverwinter Foundry questGood: The Foundry

I’ve realized I had the wrong idea when I played Neverwinter before. I was using the player-made Foundry to break the monotony of the professional content. This time, I’m using the professional content when I want a break from the Foundry, and it’s making a big difference.

There are a lot of MMOs that have seemed to bank on one or two unique features to compensate for their otherwise mediocre game. Neverwinter may be the first game to succeed in that strategy.

It’s hard to find words to do justice to how awesome the Foundry is. A virtually unlimited source of high-quality content with enough variety to suit most every taste. How can you not love something like that?

I’m continually blown away by the quality of content some fans can create. Not only are these quests better than the professional ones in Neverwinter, they’re better than most MMO quests I’ve played, period.

One of the first ones I played after returning almost could have given The Secret World a run for its money. A moody, horror-themed dungeon crawl with spooky ambiance, plenty of action, and an epic conclusion featuring a battle for control of my own mind within a surreal dreamscape.

A surreal dreamworld in a Neverwinter Foundry quest(It’s called “A Clash of Wills,” if you want to check it out.)

Not all are that good, but it’s rare for me to play one that isn’t at least decent. Yes, it’s true that there are plenty of nimrods churning out mindless mob grinders and worse, but the sorting functions make it easy to avoid most of the lower quality quests.

The Foundry makes all of the game’s other flaws bearable. Foundry quests rarely offer significant challenges or travel time, so all of the hobbling effects of its business model have little or no impact if you focus on Foundry content.

This time, I’ve also tried making my own quests with the Foundry. I started with a very basic quest to learn the ropes (“Shrine of Atonement”), and I’m now working on a much more ambitious dungeon crawl featuring multiple custom maps and unique enemy models, optional objectives, a bone-chilling story, and even a few simple puzzles. I’m calling it “Birth of a God,” and I’m hoping it will be up for review soon.

The Foundry is incredibly easy to use, if a tad time-consuming. There are a few things that seem mildly counter-intuitive (like the fact that you’ll be doing most of your designing via the “play map” feature), but once you figure those out, it’s smooth sailing. 90% of the work can be done via dragging and dropping or basic text editors simpler than the WordPress HTML I’m using right now.

I’ll also give them some credit for not attempting to monetize the Foundry in any way. No payment whatsoever is needed to get the full benefit of it, as a player or a designer.

Designing a quest in Neverwinter's FoundryConclusion:

Neverwinter is a bizarre mixed bag of a game. It’s hard to imagine how the same company could produce awesome things like the Foundry and the hunter ranger, and craptastic things like… nearly everything else about Neverwinter.

However, for now, I am finding that its strengths outweigh its flaws. Not by a lot, but by enough.

I think the best way to think of it is thus: Neverwinter is not a good game. However, it is an excellent platform for the creation and distribution of player-made content. If you think of the Foundry as the heart of the experience and everything else as bonus frills, then it’s actually a lot of fun.

Review: The Incredible Adventures of Van Helsing, and a Brief Rant

One of my biggest complaints about the current state of the gaming industry is that demos seem to have hone the way of the dodo. I remember a time when every gaming magazine would come with a CD packed with demos, and rare indeed was the game that didn’t offer a demo of some sort.

My blog's bannerNowadays, demos are almost unheard of, and it baffles me. I will rarely take a chance on a game unless I can play a demo first. I usually only make exceptions if I have a very good reason to know I’ll like a game, such as it being a continuation of a franchise I enjoyed in the past.

With something like a movie, you can generally get a good idea of whether or not you’ll like it by looking at trailers and seeing who the actors, writers, and director are. Video games are a lot more complex. An otherwise excellent game could be ruined by one intolerable gameplay error, and what’s intolerable could very wildly from one person to another. So it’s important to be able to play a game before you buy it.

I’ve encountered many games that sounded amazing until I played them. Similarly, I’ve sometimes tried a demo for a game I never had much interest in, only to discover it was far better than I could have imagined.

And that brings us to today’s topic.

The Helsing: An Unexpected Purchase

A hidden lab in The Incredible Adventures of Van HelsingA few days back, I was perusing Steam’s autumn sale items, and noted The Incredible Adventures of Van Helsing for $6. It was only the low price that got me interested at all, as the name sounded very cheesy.

Reading its store page didn’t give me much more cause for confidence. The developer was an Eastern European indie company I’ve never even heard of, and it sounded like nothing but a cheap Diablo clone with a goofy premise.

However, it did have surprisingly good ratings on Metacritic, and more importantly, it had a demo, so I thought I might as well download the free sample and give it a try.

And to my amazement, it turned out to be of a much higher quality than its cheesy name and bargain price would lead one to believe, and before I knew it, I had purchased the full version and was gleefully wading through waves of werewolves and other beasties, swimming in loot and loving every moment of it.

Some of my early preconceptions proved accurate. The Incredible Adventures of Van Helsing is very much a Diablo clone, though a well-executed one, and it is quite cheesy, but it’s cheesy in an intentionally campy, tongue-in-cheek kind of way that proved quite charming.

The woods of BorgoviaThe woods of Borgovia in The Incredible Adventures of Van HelsingRather than following the iconic vampire slayer, this game is about his son, who also became a monster hunter — one of the game’s running gags is people always confusing him for his father, no matter how many times he corrects them. He has been called to Romania Borgova to once again save the locals from evil as his father did.

As it turns out, Van Helsing Senior might have done more harm than good. With all the ghouls of the night driven back, the people turned to the light of science and reason — only to have their country usurped by mad scientists. Borgova is now being torn apart by the war between fantastical beasts and steampunk abominations, and it’s up to Van Helsing to save the day.

The plot’s a bit thin, but it’s mostly just an excuse to run around slaughtering cyborg werewolves. It’s standard action RPG fare: click, kill, loot, repeat. But the combat’s fairly exciting, with fast-pacing, a decent level of challenge, and copious enemies for you to massacre.

Van Helsing also features surprisingly good graphics, surprisingly good music, surprisingly good voice acting… Surprisingly good is sort of the slogan for this game.

Lady and the traps:

Van Helsing does have some noteworthy features to set it apart from the pack. One is a companion NPC who assists you throughout the game, the Lady Katarina.

The obligatory spider filled mine in The Incredible Adventures of Van HelsingKatarina is a snarky, adventurous Romanian Borgovian noblewoman who bears a debt to the Van Helsing line and thus assists them in their adventures. Oh, and she’s a ghost, too.

Although the main storyline may be a bit weak, the banter between Katarina and Van Helsing is very entertaining, and shows some sophistication in its writing. While they are constantly teasing each other and trading jibes, you can tell there’s actually a pretty deep camaraderie between Katarina and Van Helsing.

It’s not often you see this kind of male/female “comrade in arms” story in video games, and it’s a refreshing change of pace from the usual “the girl is just there for eye candy” style of things.

Katarina is also pretty handy from a gameplay perspective, as well. Her skills, stats, gear, and AI are all heavily customizable, and she can serve a number of purposes. You could build her as a melee tank, or a ranged glass cannon, or anything in-between. She can also help you gather and store loot — you can even decide what kinds of loot she’ll pick up or ignore — and you can send her back to town to sell loot and buy potions while you continue your slaughter.

The other main distinguishing feature is Van Helsing’s oh-so-subtly named Secret Lair. At several points throughout the game, the Lair will come under attack by the bad guys, and you’ll be tasked with defending it. But Van Helsing’s strength isn’t enough on its own, so you need to set up traps and automated defenses in the surrounding tunnels to help hold off the waves of foes, effectively blending an action RPG with a tower defense game.

Defending the Lair in The Incredible Adventures of Van HelsingThis is a pretty clever idea, and it’s executed well. The RPG combat blends seamlessly with the tower defense concept. My only complaint would be that this feature isn’t utilized enough, with only a handful of quests featuring the Lair coming under attack.

There are a few other ways Van Helsing manages to stand out. While the number of skills you can have equipped at a time is very limited, you can empower your two main attacks with various power-ups to give them additional effects. Some are as simple as increasing the attack’s damage, but others are more interesting — such as restoring health for each enemy hit.

I was also impressed by the depth of gear customization. There are extensive and easy to use systems for adding stats to gear via enchanting and slotting essences. There are also some items that actually level up as you use them, gaining new affixes based on factors like the number of enemies killed with it equipped. This is an idea so clever I can’t believe I’ve never seen it before.

I’ve played a lot of games focused on loot, but this is perhaps the only one where loot actually felt interesting to me.

Complaints:

There are a few flaws with this game, though they’re fairly minor.

The Old Town of Borgova in The Incredible Adventures of Van HelsingBy far the most egregious is the fact that there are only three classes, and two require paid DLC to unlock. Normally, I’d consider this an unforgivable cash grab, but there are a few mitigating factors that make it tolerable, if still a little distasteful.

One is that Van Helsing is an incredibly inexpensive game, even if you don’t get it on sale. You could buy it and all of its DLC and still pay less than you would for most other recent games.

The other is that the base class, occult hunter, offers a lot of different ways to play. Magic, firearms, and swords are all options. Focus on one, or use them all. So even if you don’t pay for the extra classes, there are still options.

Another issue is that the difficulty is oddly tuned. Rather than a steady curve, it tends to peak and plateau. When you come to a new area, you’ll often find yourself getting curbstomped until you level up a few times, and then things balance out. Until you get to the next area.

Also, while both the environments and the soundtrack are quite lovely, they both lack variety, and after a while, everything starts to look and sound the same.

A night battle in The Incredible Adventures of Van HelsingVan Helsing is a short game, too. It does have some endgame play options, such as scenarios with unique objectives and a “never ending story” mode, but I don’t see this is a game with a lot of longevity. Though for such a low price tag, it’s hard to complain.

The other thing that bugged me is that there’s very little visual customization. Even equipping a whole new set of gear has almost no noticeable effect on Van Helsing’s appearance, and Katarina’s look never changes at all.

Conclusion:

As much as I love high concept games like Mass Effect, The Secret World, and Remember Me, sometimes it’s nice to have a game that’s not trying to be anything more than simple fun. And that’s exactly what The Incredible Adventures of Van Helsing is: fun. Nothing more, nothing less.

Overall rating: 7.5/10 Not the greatest RPG of all time, but an enjoyable adventure nonetheless, and it more than justifies its paltry $15 price tag.

* * *

And to think, I never would have played it without a demo. Developers of the world, take note.